Welcome to the community, @brice - I apologise you're having trouble this early on.
If you had to assign the cursors manually, did you choose to use the Default AC / Default Unity UI when creating your Managers in the New Game Wizard? If you opted…
You're correct that certain Menus have this ability, but these are for special cases only that AC can control - it's not possible to duplicate a Menu through script.
You're on the right track with instead instantiating a UI prefab, but one that isn…
Welcome to the forum, @axoona.
The problem is that the ID number is used to refer to objects within a scene - not to find prefabs within your Asset folder.
Currently, you have to use an ActionList: Run Action within the scene itself (not as an ass…
Thanks for posting. Odd issue - it does sound like a Unity one, though. This is happening when you try to open up the New Game Wizard window? Were you able to open it and use it to create your game's Managers, or did this error appear in place of…
I'm afraid to say that that's the correct behaviour. When you enable the "Items can be reordered in Menu?" option in the Settings Manager, it means that Inventory items are no longer required to remove empty spaces in between them - so th…
Well spotted, @Alverik! AC relies on the RectTransform field to position UIs dynamically during gameplay.
@dwalther2: Open up the InteractionUI prefab and assign the Grid child object in the Interaction Menu's RectTransform boundary field. Simila…
If you want to show a loading message or screen while loading a scene, there are options available in the Settings Manager - see Section 9.6 of the Manual. A tutorial on creating a "loading bar" can also be found here.
If this is to occur when the Interaction Menu opens, you can run an ActionList that runs when the Menu is turned on. I will look to add events for this as well.
And is there anything going on in your "On Start" Cutscene field? The problem is that the MainCamera isn't fading out correctly. Also, are there any error messages or warnings appearing in the Console when you run the game?
Good, we're getting there. However, I still need to see the exact sequence of Actions you're performing as well as shots of what the inventory looks like before and after. As I've said, I haven't been able to recreate the issue and need more detai…
@GreydoutZA: It could well be isolated, as I tried to recreate it myself and couldn't find anything wrong. There was also no change made to the New Character Wizard in the recent updates.
@Sim9: I've sent you a PM.
Your Interaction Menu's Position type is set to Manual - not Hotspot. This position mode means it is under your own control (via script), and not set by AC directly.
Change the Position mode to either "On Hotspot" or "Appear At Curs…
Only taking into account the y-rotation is the standard "billboard" effect seen in games when 2D sprites move in 3D worlds. Unaffecting the X and Z angles also allows those to be keyed as part of your animations should you wish. I will c…
Thanks for posting, but please provide more detail - which platform, which AC version, and which Unity version? And when you converted your existing scene with AC, what did you choose to do with the Main Camera - did you replace it, or convert it?
I'm afraid you will need to post more detail about the original problem - I didn't ask for more last time because it was fixed before I could find out more.
I'm having trouble recreating this, as I don't know what your interaction is. Are you remo…
I'm afraid I can't recreate the issue. Please post your full Interaction Menu's list of properties as they appear in the Menu Manager. Also, try adding your scene to the build settings, and built the game - does the problem occur in builds as well?